These are some new powers for Hive Tyrants. These were written by Thomas Payne (Thomas@sievers.com).
Mind slave. Force: 3 Range: Special Cost: 80
This is cast through any hive mind node, within 18" of the Tyrant. You may use
the tyrant to play it through. Pick any one squad or character or vehicle
within the node's nodal range (sounds kinda odd, but it means within 12" of any tyranid warrior, or 18" of any tyrant that is within 18" of the caster). The model(s) affected need to take an immedeate Ld with an +2 bonus, taking into account Aura of Torment and that a double 6 fails, regardless. Ld bonuses for having characters leading squads are not used. If the model(s) fail, they become enslaved to the entity that is the hive mind, and move and fire in the tyranid phase. Psykers that are affected use thier powers in the tyranid psychic phase. Wargear may be used, along with any other device or weapon carried by the character. The power lasts until nullified, or the affected model(s) move out of range of all nodes.
Forced Evoloution. Force: 2 Range: 18" Cost 30 This forces a gargoyle, hormagaunt or termagaunt to undergo a startling physical change. The creature is forced to develope vast quantities of digestive acid, which drive it forward, frenzied with pain. The creature immediately moves at a run in any direction chosen by the tyranid player, taking into account the 20" maximum for a gargoyle, the terrain modifiers and the 6" leap for the hormagaunt. The maddened beast then explodes, showering the surrounding area in acid. The marker is 1D4 inches, and anything underneath is hit on a roll of 3 or more. Roll for damage as normal. Hit models take a Str 5 hit causing D4 wounds, with a -2 save modifier. If the termagaunt, gargoyle or hormagaunt is in hth at the time of the power being used, then it explodes immedialty.
Psychic void. Force: 2 Range: 6" Cost: 30 This creates a area of psychic reppresion around the Tyrant, cancelling out or destroying powers cast near the tyrant. The hive mind surrounds the subject in a blanket of psychic force, dampening out all enemy pyskers abilities. When a power is used in the region (6") of the tyrant, or there is a model affected by an enemy power roll a dice, and consult the table below:
1: Power is destroyed. There is no save due to aegis armour
or displacer fields or any other form of psychic protection. 2-3: If the power is offensive, it is reflected (as per the card) towards the enemy psyker, affecting the first hostile model in it's path.If it is beneficial or defensive the tyranid player has the option of directing it onto a friendly model within 6" or nullifying it. 4: The power is nullified atuomatically, NB: this even works against ultimate force on the rod of tigurus. 5: The power is affected as if by a nullify card, with the usual modifiers being taken into account. 6: The power is nullified, as per 4, but the Psychic void is also nullified.
The power remains in play until It is nullified, the creature using it is dead, or a roll of 6 happens.
Poison Spines Force 2 Cost 20 This alters the metabolism and DNA of the hive tyrant, causing it to develop a strange pod like growth in the centre of it's chest. The pod swells until it finally erupts in a shower of poisonous spikes, which shoot out and hit the first target in it's path. This all happens in just under 3 seconds. When the tyrant uses this roll 1D6 for the total number of spines fired. Then measure up to 18" away from the tyrant, within his normal 90o fire arc (okay, so it's no too clear, but you just try doing the degree symbol in ascii). The target chosen is affected as if he/she/it/whatever was hit by a needle rifle for every spine that was created. The modifier is -1, and against demons/tyranids it counts as a str 3 weapon.
Suicidal rage Force 4 Cost 90 Range 18" This alters a creatures biological and psychilogical (please fix that spelling isaac, i don't want to look thick on the net) make up so severly that it flies into a blind rage, expending all of it's life energies in the rest of the game. This power may only be used on an individual, not on squads or the tyrant that cast it. When a model is affected it gains the following abilities:
+2 to WS, Str, Move, Toughness. +4 to wounds, +3 to armour saves The creature becomes frenzied, charging the nearest creature each turn. The frenzy may not be constrained. After the game, the model(s) that were affected by this power are considered to have died from exhaustion, and the enemy gains victory points accordingly. This makes it a power to only be used in the most desparate of situations.
Mist Force 1 Cost 10 Range 12" This creates 1D6 + 4 smoke grenades anywhere within 18" and within line of sight of the tyrant. Each grenade is really a vast number of bacteria, that generate a huge cloud of steam. This steam has many strange chemiclas in it, that while not being dangerous they can hinder even autosenses trying to penetrate the smog. Models with no eye protection or infra red visors (orks, IG) treat the clouds as blind grenades for purposes of shooting etc. Models with visors such as Eldar, Squats etc... have a -3 penalty when shooting through, and half their WS, rounding down. Marines, and other troopers with auto senses count a -1 to WS and BS when shooting through or fighting in the cloud. Tyranid organisms have no trouble seeing through the cloud, and suffer no penalties of any form. The clouds use the smoke grenade chart.
DO NOT ATTEMPT TO USE BEFORE YOU HAVE THE CODEX, THEY ARE DESIGNED AS AN ADDITION TO THE LIST OF PSYCHIC POWERS IN THE CODEX. REMEMBER THAT THE TYRANT IS LIMITED TO A MAXIMUM OF 4 POWERS.